I play Pirate Warrior and it needs a nerf

I do not lose sleep in Wild worrying about Bloodsail Deckhand. It’s the questline itself. There are innumerable ways to run it with all kinds of cheap pirates.

3/3/2 sounds like a great place to start.

Handbuff Paladin has been underrated since it was Mech Paladin.

It’s good in Wild too.

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I enjoy the concept of the Pirate Warrior deck but think it could use a couple tweaks.

Raid the Docks: Remove the permanent token and put Juggernaut abilities on Cap’n Rokara. Make the questline requirements 3/3/2.

Defias Cannoneer: Cut the cannonball damage to 1 each. Possibly increase casting cost to 4 mana. (How this card came as-is at uncommon is beyond me)

It doesn’t need to be Mage nerfed though.

Easiest nerf would be to let the juggernaut be targetable and not a dormant like minion …

These threads are always a treat lmao

So, changing the boat to a minion that likely gets removed the turn it gets played is a tweak? What in your opinion would be a “mage” level nerf? Making it so the ship shoots your own face?

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It is a shame there is no way to make that happen, because the mental image I have right now of Cap’n Garrosh about to get run over by an out-of-control Juggernaut is hilarious.

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Changed into a minion but better effects ? Also it stats should be 10 health … i like pirate warrior but that reward is just too nuts <,<

That would certainly kill the deck, that’s for sure. Honestly, I think in Standard at least they should just nerf Mr Smite by one mana and make it so the Juggernaut can’t spawn him. There was way less complaining about quest warrior before the Deadmines set, and it’s basically all down to how Smite can steal games that you should have won. That’s always really tilting, balanced or not.

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“Summon a random Pirate costing 4 or less” wouldn’t be a terrible Juggernaut nerf.

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This made me literally lol.

Not no but hell no.

I have played 150+ games this season and have seen smite spawn twice. It’s not that common.

Not sure how much difference it makes because that’s pretty much the most common outcome already.

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Beep Beep … Pirate warrior win leecher detected … how else would you suggest others deal with juggernaut effect which is quite too strong ?

Play paladin.

But I would make it one cannon blast instead of two and three pirates for steps one and two. That would put it out a turn and turn down the damage. It’s not unbeatable, it’s just too fast.

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I had it spawn Gorehowl and Smite for my opponent two turns in a row. I still beat that guy.

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Teach me please sensei

I dont care how fast or quick they get it , the 3 effects on infinite value is just too much , if untargetable , make it random 1 effect of the 3 per turn , not all 3 …

You play Libram Paladin and all your problems are solved thus making room for new and exciting problems.

It isn’t in comparison to the other class effects, though.

Priest literally gets an execute for hero but pirate giving you a one attack weapon and a 2/2 body is too much?

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Agree with you. Plus as mentioned earlier, there are lots of counters at higher ranks.

The main problem is the juggernaut and its each turn supply of value. It doesn’t need much to bring it in line, my previous suggestion was instead of summoning a pirate, just add it to the warriors hand. Small change, it still provides value but less obscene than its current implementation.